https://www.youtube.com/watch?v=3dqsPbiqpP4 Vertex Group Selection tool - with no selection, it cycles through all groups of the object - with a selection, that shares one common vertex group, that group is selected imedeately - with a selection, that shares multiple vgroups, those groups will be cycled through
I'd like to see it! Can't guarantee I'd do anything with it at the moment, but would be fun to look at and learn from. Your video looks really nice, is a clever solution. I've just baked such objects to plane as a heightmap for the same effect in the past. CrazyButcher... that's awesome. o_O
I'm working on recreating Blenders transform system in 3DSMax: Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested. :)
Yeah, but it was mainly an example, a more useless example would be that whenever you move an object called something like "tikikiki*" and print out its coords, without having any script running (except for the one that apparently was auto running/callback), which runs in the background. The whole point was to make…
I'm working on my little FBX Set Exporter again for 3DS Max, but I had a question about separating text in strings and into arrays. Example, having a string with object names, what character do you use to separate them? I often ends up using ¦ or ¬ because I never seen them used anywhere, didn't think it would accidental…
One thing that would be useful is to be able to store the presets for each object in the scene. Not sure if you can do this in Maya, but in 3dsmax you sure can. This way, in a work environment, other users can open 3dsmax files and re-render the maps with the same settings if needed.
malcolm, thank you =) Pymel is very handy as you work not with strings like in mel but with objects. It gives many benefits. However, if you have to process large amount of data, then you’d better learn Maya Python API for fast working of a script. As to me it’s not so handy but fast.
Here was a quick forest test. You could get more randomization/control if u wanted. I just did it really quickly, not doing sub-object selections or multiple passes. All was done in 1 pass setting up some random properties quickly. More Tests for fun :)
Made a simple script for moving selected objects into a grid layout: https://www.dropbox.com/s/p2px8v4yxqiidv8/spaceSelObjs.ms EDIT: Also made this script today which selects all faces in a Unwrap_UVW that have no area in UV space (for fixing meshs with bad…
Some progress on Quick Pipe :) This new gif shows the Transfer Settings command which basically transfers the settings of the first selected pipe to all other pipes.Also added some error handling in case some dumbfucks select non-pipe objects and run it :p http://i.giphy.com/xTiQywoXNqDKstAz5e.gif